Please wrie down every possible exploit that most if not all NPCs use in the game. I can start with a few. Apperantly NPCs don't have timers when trying to interlock since I see all over the message that I didnt get in interlock. When NPCs (*mostly docs) are powereless, they can heal. NPCs 'magically' know when u enter the mision area and shoot at you from behind the walls. NPCs can shoot trough objects. NPCs have 3 trees load at once, most common are duelist+hacker+MA (aikido mostly) again all at the same time fully lvled. NPCs like very much to take a walk outside the mission area whenever they want. Ain't that good actually. Some docs can seem overpowered when healing 700-900 dmg at once. This one I am not so sure of.
similar to using abilities that are a higher level than them, they also have buffs that are a higher level than them, for example level 35 kung fu grandmasters or level 38 ballistas
I am aware of the unlimits. I do not talk about them. I am talking about some random NPCs in missions.
I think that the fact that they ignore powerless and sometimes stun can be as annoying as the fact that they break the shields in no time and make their own without timer. But this is not whats anooying and not it's about what the bugs are and how many. It needs to be fixed!
I've had NPCs try to break my shield from across a room, FROM the next room, and fighting through doors. And as said, fighting while stunned/passified.
If an NPC is killed in the middle of casting an ability, that ability will not be interrupted. Powerless also seems to have no effect on them being able to use abilities.
What are you guys, all lvl 50? I don't get half those issues.
HOWEVER,
I sure do get the "attacks after death" bug A LOT. They die, but their ability still activates afterwards with full animation usually. Can we please get a "mid-round death check" instead of waiting to the end of the round? Thank you! I have timers running in the missions, I don't need to waste time watching after-death animations AND take damage.
Also, commonly my RSI will start "attacking the wall" because he won't face the enemy in time to begin the animation sequence... they the same against me, but rarer. I can't count the times I've thrown knives around the world to hit them in the back, through a wall. No wonder they do so much damage.
Unlimit Reactors have been using their hacks even while powerless. Also, there are times during IL, the NPC goes though the wall and I receive the error cannot see your target or too far away.
The "NPCs on a stroll" bug is particularly annoying, especially on a mission where you need to kill them all. If you can't be bothered to start the mission over, here's a tip:
Try going to the coordinates 0,0,0 on the map by foot. Usually when NPCs go out for a walk, they meander their way toward these coordinates. If you check the most direct foot route (including walking through other buildings) to get there, you can usually find the offending wanderers.
The "NPCs on a stroll" bug is particularly annoying, especially on a mission where you need to kill them all. If you can't be bothered to start the mission over, here's a tip:
Try going to the coordinates 0,0,0 on the map by foot. Usually when NPCs go out for a walk, they meander their way toward these coordinates. If you check the most direct foot route (including walking through other buildings) to get there, you can usually find the offending wanderers.
Noted, I'll give that a shot next time the SOB's do it... perhaps devs should camp 0,0,0 to see this?
Something tells me there would be quite a few npc's there...
NPCs using abilities above their level - As far as I am aware this is by desgin. However if you see a level 10 using the Destroyer Debuff though you should probably mention it. And for the most part the ability wont be more than 5-10 levels above them but also remember the effectiveness of many abilities are directly linked to their Style level.
NPCs walking out of mission areas - Definately a bug, unfortunately we dont have a solid repro case making it very difficult to fix.
NPCs having faster reuse timers for weapons - I dont think this is occuring as such. Remember what you see on your client in a lag situation may effect animations and/or you chat window. However a stop watch is the best way to tell as all weapon types have the same reuse timers. (Pistols, Rifles, Submachine Guns, Shot Guns, ect.)
NPCs not obeying the reuse timer for initiating Interlock I haven't seen this issue nor been able to repro it. More information would be helpful. "Mission Name, character level, opponent names among other things."
NPCs shooting through mundane objects - This is intended as you can do it also Trees, dumbsters and what not do not block a player's LoS either (Line of Sight)
NPCs shooting through walls - There is currently a bug where openned doors do not appear as open allowing NPCs to fire throught them. This gives the appearance that NPCs can magically fire through them however a player can return fire if you can target the mob in question. I have done it on my RSIs several times.
NPCs using abilities above their level - As far as I am aware this is by desgin. However if you see a level 10 using the Destroyer Debuff though you should probably mention it. And for the most part the ability wont be more than 5-10 levels above them but also remember the effectiveness of many abilities are directly linked to their Style level.
NPCs walking out of mission areas - Definately a bug, unfortunately we dont have a solid repro case making it very difficult to fix.
NPCs having faster reuse timers for weapons - I dont think this is occuring as such. Remember what you see on your client in a lag situation may effect animations and/or you chat window. However a stop watch is the best way to tell as all weapon types have the same reuse timers. (Pistols, Rifles, Submachine Guns, Shot Guns, ect.)
NPCs not obeying the reuse timer for initiating Interlock I haven't seen this issue nor been able to repro it. More information would be helpful. "Mission Name, character level, opponent names among other things."
2. Try missions 5.3.5 or 5.3.4, in both those missins the final stage of the auto spawned mobs causes them to be leave the mission area.
4. Its every mob, goto stratford, keep free firing a mob until they attack, then you will notice they attempt I think its 4 interlock breaks, all without more or less no timer at all. There is a small timer, but not what even we have to deal with. I say 4 attemtps, because Ive noticed if they cant on the 4th try they reset to freefire.
Another good one for that is the robots in 01 archive.
About NPCs shooting trought walls and objects. My most favorite example is the Taskmaster himself. I stand behind a box which is 2 meters high-no visual contact, and he shoots me directly trough it. He doesn't even bother go around and shoot me. He just stays there and shoots and roots and whatever sniper abs. Same applies to many NPCs. If there is a little room windows the NPCs can shoot you trough it but you can't shoot back since "You have no clear sight at your target". It also appears that if you try to run out of a mission area, 20 m you have a NPC shooting at you trough all rooms and stuff and THEN chase you. Another rule which I think wasn't intended is mostly when I see a nuker sim, hacking me then suddenly stops and moves 5 steps backwards. AS he moves his hack hits me. This is 98% of the time a nuker sim hacks me no matter if he misses or not he is able to hack when on move. If he misses a lot he tries to IL me and since the timers are unknown and very short other pvpers like spies use this to tak ones shield down quicker and then punt j00.
I always had NPCs walk out on me when I tried to do a mission where I have to kill 10+ NPCs and I start fighting them but I almost get my *CENz0r3D* handed to me and I leave mission area to regain IS/HP
I see the NPCs stopping wherever they are , they leave combat and they start walking towards the elevator
I never had a case where I entered the mission area and STAYED in the mission area for the whole time until I killed every single NPC ...
now maybe it also happens when a team member just tags the area and the NPC takes a shot at him or goes into combat for that couple sec while other team member is deep inside fighting
This happened twice to me on one of the chapter 5 mero crits I ran. Dont remember the name but we were suppose to rescue Persephone or something like that. I know talking to persephone was the last objective. The first time I never noticed the npc leave so I couldnt complete the mission. The second time there were about 6 npcs that I had to eliminate and as soon as I walked into the mission area 4 npcs started walking down the stairs. I caught one on the way down the stairs and the other 3 out on the street. By the time I got to the last one he was a good 50m away from the mission area. They all had evade combat running which made it a pia to interlock and keep them close to the mission area.
NPCs not obeying the reuse timer for initiating Interlock I haven't seen this issue nor been able to repro it. More information would be helpful. "Mission Name, character level, opponent names among other things."
9mmfu/NoRepo Just go into Widows Moor and Fight Gargoyal on Vector he is a VERY bad one, Rolls out and rolls back in instantly i did PM you about that one
Another way is just do any mission as a hacker (tip NPCs hate most dot attacks) and after your first hck you will see a lot of messages that say you have avoided IL and how the NPC goes back and forth in 2 seconds reuse timer (LESS even) and then suddenly IL. My only way avoiding it is stun them, pacify whatever. What I noticed tho is that sometimes they just stop shooting and IL and just stand there and die but thts another issue.
NPCs are way too easy and boring. i mow down armies of them without breaking a sweat. if anything they need more exploits =P
that said, the one thing that really does need to be fixed is the IL timer. and the roll out bug (but that's secondary seeing how it's mostly confined to widows moor)
as a hacker you say? but that makes it easier, try it as an MKT or an MA without using health pills or antibiotics, especially if they are the hacker unlimits.
Unlimit Reactors have been using their hacks even while powerless. Also, there are times during IL, the NPC goes though the wall and I receive the error cannot see your target or too far away.
Yes, you leave the mission area, sit down to heal.. then BAM
Unlimit reactor's logic canon 2 does 3,435 damage to you, lol. You leave the area but because they ability is cast, it follows through for some reason.
Also NPC's love to rollout out and in of interlock lately. Rollie pollie galore xD
Im an MKT, I don't find the Unlimits that hard to deal with. If just depends on what type of MKT you are. I mean really, a Crippling throw and a punt its very effective. If you don't like to punt, with the right load out you can throw about .... 4-5 knifes in a row. Thats alot of damage depending on your damage output clothes and tactics. Heck I won't even get in the DoT build, but it deals with them ok.
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Since the release of CR 2.0 the NPC Hacker attacks have been bugged. If they get a chance to initiate an attack it will always finish. You can still be hit by or block the attack, but it does get a little annoying at times. You could be attacked by a spawn between mission area, see a group of NPC's decide to jump cause you don't want to fight, and still be hit by the attack even though you 150m in the air and way out of their range.
I suggest when in the mission area observe what going on. Me personaly I know every attack just by the sound of it, ive been playing since day 1 beta so im just used to sounds and reoccuring situations. If you want to sit down out of the mission area, wait a couple of seconds, then sit. If you do get hit when standing you have a better chane to survive than sitting.
With the NPC rolling, I've only had that trouble if someone hit the NPC I interlocked before I actually interlocked them. They roll out and go after who started the fight pretty much.
NPCs shooting through mundane objects - This is intended as you can do it also Trees, dumbsters and what not do not block a player's LoS either (Line of Sight)
NPCs shooting through walls - There is currently a bug where openned doors do not appear as open allowing NPCs to fire throught them. This gives the appearance that NPCs can magically fire through them however a player can return fire if you can target the mob in question. I have done it on my RSIs several times.
As to these two, I get the message that I can't see the target, yet they are firing at and hitting me. The other one that you can see in creston heights hideout is them firing thru doors.
In addition to this, NPCs firing beyond the limit of their weapons. Ie a pistol from them is hitting me when my rifle tells me that I am not in range and we both are standing still
Formally of Algorithm then Method and now on Recursion Last of The Guardians
Well to go along with that, even if your LoS is blocked and there still in your range you can click the unhighlighted icon and the move will still go .. untill they moved out of range or was already killed. Lots of little evils hiding in thie game, one day we will get them all ironed out.
Some of these things are by intention. Unlimit hacks for instance seem to be uber in order to keep with the storyline i.e. Unlimits are using cheat codes so their hacks will pwn even when they shouldn't.
Some of these things are by intention. Unlimit hacks for instance seem to be uber in order to keep with the storyline i.e. Unlimits are using cheat codes so their hacks will pwn even when they shouldn't.
Why do you make me repeat myself AGAIN. The sploits were there before the unlimits and are still here for all other npc's exept unlimits. Unlimits have no limit so their "bugs" are ok with me.
I love how the npcs in widow's moor behave, unless you do a special move on them immediately or time your subsequent specials just right, they bug interlock so it becomes a staring contest for several seconds, then they roll out with no immunity timer and hop right back in, again, you must do a special immediately, or they will keep doing this. In addition, if you switch to block tactics, they'll stay in interlock with you, but never ever ever ever hit you (let it got for 30 minutes with gargoyle).What's even more fun? 16 female caps to 1 male after 6 hours of farming. Which means either lupines are all crossdressers or the droprate is *CENSORED*.
"The heart never speaks, but you must listen to it to know." -The Oracle
I must say the one thing that still annoys the living crap out of me: The no reuse timer on NPC interlock. It's easy to replicate if the devs need examples. Just enter into a group of NPCs, aggro them and sit back. They'll attempt to interlock about 4 times in less than 2 seconds, it's just one right after another. You see about 3-4 'You resisted an attempt to draw you into interlock' (or whatever it says). After about 4, if they're not in, they resort to free fire again. But after a bit, they'll repeat the process.
It's just annoying, especially if you're hacker or something: an NPC breaking your shield and forcing you into interlock in almost no time at all. I thought the reuse timer on interlock was like 5 seconds?
On many occasion lag has caused MY game to tell me an NPC is clearly on the other side of a wall and therefore untouchable as I stand around getting pounded by gunfire.....
On many occasion lag has caused MY game to tell me an NPC is clearly on the other side of a wall and therefore untouchable as I stand around getting pounded by gunfire.....
I find it often occurs when an NPC tries to IL you, and as usual flips off you, but through a wall, and then gives up trying to IL you, and shoots you. But even if that bug doesnt happen, it still bugs because they keep knocking your evade shield down through the wall =S
I like this thread because the name of it was spelt wrong
RANDOM USELESS NONSENCE 4TW, also theres a problem with the luggables, some ruddy annoying thing that they can be hidden and they won't show by using the locator unless your within a certain area, which makes it stupid because then it takes an age to look for it.
NPCs using abilities above their level - As far as I am aware this is by desgin. However if you see a level 10 using the Destroyer Debuff though you should probably mention it. And for the most part the ability wont be more than 5-10 levels above them but also remember the effectiveness of many abilities are directly linked to their Style level.
NPCs walking out of mission areas - Definately a bug, unfortunately we dont have a solid repro case making it very difficult to fix.
NPCs having faster reuse timers for weapons - I dont think this is occuring as such. Remember what you see on your client in a lag situation may effect animations and/or you chat window. However a stop watch is the best way to tell as all weapon types have the same reuse timers. (Pistols, Rifles, Submachine Guns, Shot Guns, ect.)
NPCs not obeying the reuse timer for initiating Interlock I haven't seen this issue nor been able to repro it. More information would be helpful. "Mission Name, character level, opponent names among other things."
2. Try missions 5.3.5 or 5.3.4, in both those missins the final stage of the auto spawned mobs causes them to be leave the mission area.
4. Its every mob, goto stratford, keep free firing a mob until they attack, then you will notice they attempt I think its 4 interlock breaks, all without more or less no timer at all. There is a small timer, but not what even we have to deal with. I say 4 attemtps, because Ive noticed if they cant on the 4th try they reset to freefire.
Another good one for that is the robots in 01 archive.
Talking about the Zion Archives? Its only happening in the slums come to find out. I had given up and gone to downtown with its warehouses
As for the interlocking npcs...just make some npcs on QA w/o a freefire, forcing them to interlock.. you'll see they're quite determined to sploit. I'll make a video tonight after dinner
Most NPCs that are hackers and the like can be way overpowered, anand thats 1 thing that drove ppl away from the gaame most combat was just right but the hackers and patchers needed a lil' more and it would've been fine, and we would still have about 20 servers instead of 3 because a lot of ppl that came to MxO were from SWG and Wow.
But the devs thought they knew better than us, and they paid for that.
Um no offense, but NPCs have always sucked (except in the very beginning of QA CR2). CR1 hacker and patcher npcs were a breeze, their AI wasn't that great and NPC always had worse rolls than the players wearing MCT, RCT, VT, VD, DR etc clothing.
Um no offense, but NPCs have always sucked (except in the very beginning of QA CR2). CR1 hacker and patcher npcs were a breeze, their AI wasn't that great and NPC always had worse rolls than the players wearing MCT, RCT, VT, VD, DR etc clothing.
Except haxor NPC's in CS1....... if you were a hacker they would often have too good a VD to easily beat.
9mmfu, is this going to be fixed anytime soon? Widows moor is terrible with all these *CENSORED* PvE bugs. I also don't like the fact that NPCs have no reuse timers for breaking evade combat.